do {/* The frameTime is how much time it takes to draw a single frame. * We use this so we can animate things in real time. * * Say you want to move an object 100 pixels every second and it * takes 0.10 seconds to draw a frame. Pixels per second * multiplied by the frame time equals the amount of pixels to move * per frame. or 100 * 0.10 = 10; */frameTime = Sys.getTime();/* Reset the counter, so we can find out how long it takes to draw a * frame */Sys.setTime(0); } while (!loop((float)frameTime / (float)timerRes));

Why would this all of the sudden stop working on my desktop at work *and* at my co-worker's pc? It still worked yesterday on both...

Like I said, it just quits. I return to desktop. The program doesn't even exit normally (no 'Game Ended.' in the log, no error, no nothing). The complete VM seems to just stop after having loaded all textures without an apparent reason.

The only big thing I changed the hack that the AudioClips are not static anymore which prevents the hic-ups when shooting, but also causes the sample to be loaded for every instance of a PlayerFire object.(This was meant as a temporary hack until I successfully avoided using AudioClip).

You aren't checking for available stencil, alpha, and depth bits I notice. Because we have no way of knowing reliably or easily what combinations of A/D/S there are with each display mode, we manufacture all the possible values and ask you to find one that works by attempting to change to each display mode you want in turn.

In other words, you bail out as soon as you attempt to create the display because you've probably picked a duff combination of A/D/S which isn't available.

So for now I removed the gl.blendEquation() from my Actor class and now it works again.I guess something (maybe the video driver) doesn't like gl.blendEquation()...Also strange that in web start this error is not logged...I'll upload the change tonight when I get home.

Agh! You're the second person that hasn't read the manual about glBlendEquation!

glBlendEquation is part of the imaging subset in OpenGL and it's an optional extension. You have to check for the existence of ARB_imaging before using it. And seeing as it's for doing 2D operations on pictures I think it's very unlikely that you should be using it in the first place!!

Welcome to the real world of internet games deployment! I should think there's call for an article on how to deploy a game. It's probably more important than all the other aspects of the game put together. I mean, you can get a suprising number of mingers to pay for 3D solitaire but I bet that no-one will pay up if it doesn't install and run.

I put a new WIP version online for you to try out (hoping for some feedback again).I changed some things in the video init code so that the highest available bit depth is chosen. This works great at my home PC where 32bit is chosen (really looks a lot better than 16bit), but at my work PC performance became very bad but this is probably also because it's not a good 3d card (an intel-something), there's a lot more polygons now and it probably also chose 24 bit which I think is quite slow.

The high score server is not yet online, so you'll get a high score list full of 'null' entries. This will change soon.

It's currently just 3 levels, one in a city, one errrr... 'somewhere else', and one 'getting out of the fog'.Same show: get 10 stars and get to the next level in time.Personally I'm getting a bit sick of the tunnel thing (probably have seen it a bit too much ) and I think I'll move gameplay out of the tunnel after these 3 levels.

had to clear it's cache to get the latest version (that's one of the things wich it should do automatically) :]

Well I do like webstart, but sometimes you have to start a program twice before it checks for updates (although I never had to clear the cache). That's definately a bug in webstart, but I couldn't isolate it yet (most of the time it works like it is supposed to do).

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but it doesnt run in fullscreen anymore... just a maximized window on top of the desktop (i had to minimize all other windows... dunno... but thats really strange)

That's a problem in lwjgl that's said to be fixed in 0.5.This happens sometimes, but not always. I have it too sometimes.

This seems bad but the interesting thing is this: I can tell, visually, the FPS is slow but the game still feel fairly smooth. Is this because of the 3D environment? I mean with 2D games 8-9 FPS would absolutely be horrid.

Hmmm... 8-9 fps should be too chunky, even though movement is time scaled and all is 3d. :-/

It seems the videocard is the bottleneck (or how I use ogl or something ). My PC at home is a lot slower than yours (P2/450, 128Mb) but has a GF4 and I get fps varying from 60-70 fps in level 1 to 110-130fps in level 3.

I still think 30fps is way too low. I'm probably doing something a bit inefficient, 'ogl wise' (most of the time is spent in ogl by far).The environment mapped blended globes with the stars in them do have a fairly large poly count (they do appear pretty rounded, don't they? ), so maybe I can cut that down a bit.Other than that I'm not sure what I'm doing wrong. It's all pretty straightforward.

I put a new version online. Here's the differences:- I excluded 24 bit bpp (so it's only 16bit or 32bit when available)- halved the number of polygons in the 'star globes'- The high score server is online! (So I want to see some familiar names in there )

Shoot, the hiscore server crapped out on me while I really tested it a lot on my local server. After a few hours, the XML document which holds the high scores got emptied! No idea how this can happen. I logged every exception on the server, but no errors are shown in the log.

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